Why is MP so frickin' different from SPTest and SP mode?????

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SteveK14
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Why is MP so frickin' different from SPTest and SP mode?????

Post by SteveK14 »

I can't take it any more. I make a great map with great stuff only to have it not work correctly in MP. I do not understand how it can use the SAME assets as SP but work so differently. commandarmedanimatedbuilding does not work in MP correctly. The object will not disappear when destroyed and sometimes the command spot appears neutral on the MP map instead of assigned to the team that it is assigned in Zeroeditor. Sometimes! not always! This is the only way I can get the Lander Shield in my map. So I either release it not for MP or I make it without a shield for MP. Would someone please explain why things don't work in MP but do perfectly in SP or SPTest?


Steve

PS: I guess that is why you can only play the Naboo map with the Fambaa shields SP.
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RE: Why is MP so frickin

Post by Delta_57_Dash »

I don't know... my rogue clones map crashes MP but works perfectly perfect in SP and SPTest... maybe PsychoFred can help?
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Re: Why is MP so frickin' different from SPTest and SP mode?

Post by SteveK14 »

SteveK14 wrote:I can't take it any more. I make a great map with great stuff only to have it not work correctly in MP. I do not understand how it can use the SAME assets as SP but work so differently. commandarmedanimatedbuilding does not work in MP correctly. The object will not disappear when destroyed and sometimes the command spot appears neutral on the MP map instead of assigned to the team that it is assigned in Zeroeditor. Sometimes! not always! This is the only way I can get the Lander Shield in my map. So I either release it not for MP or I make it without a shield for MP. Would someone please explain why things don't work in MP but do perfectly in SP or SPTest?


Steve

PS: I guess that is why you can only play the Naboo map with the Fambaa shields SP.

Does anyone have any ideas?
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RE: Re: Why is MP so frickin

Post by Teancum »

My guess is that some verbs in odfs weren't able to sync over the network, thus why you have troubles. You might try MajinRevan's Naboo:Ouch Time and see if it works in MP. If so, you might ask about how he did the Faamba.

You might also check the assets in the BFBuilder folders. It might be that you have the shield set up as a side, but Naboo has it set up as part of the world, or vice versa. Either way, you might try the opposite of how you have it now and see what you get.
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Re: RE: Re: Why is MP so frickin

Post by SteveK14 »

Teancum wrote:My guess is that some verbs in odfs weren't able to sync over the network, thus why you have troubles. You might try MajinRevan's Naboo:Ouch Time and see if it works in MP. If so, you might ask about how he did the Faamba.

You might also check the assets in the BFBuilder folders. It might be that you have the shield set up as a side, but Naboo has it set up as part of the world, or vice versa. Either way, you might try the opposite of how you have it now and see what you get.
I'm the one who got his fambaa shield to work for him... LOL. I am loading it through the world file, not a side. I'll try the side.


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RE: Re: RE: Re: Why is MP so frickin

Post by Teancum »

You might try loading the Naboo: Plains map that shipped with the game in MP. I can't remember if it had a Faamba or not.
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Re: RE: Re: RE: Re: Why is MP so frickin

Post by SteveK14 »

Teancum wrote:You might try loading the Naboo: Plains map that shipped with the game in MP. I can't remember if it had a Faamba or not.
The plains map with the fambaa is historical or galactic conquest mode only. No MP play for it.
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RE: Re: RE: Re: RE: Re: Why is MP so frickin

Post by Teancum »

Well that sucks. I wonder if there's a way to 'hack' it into MP. Maybe starting server via command line.
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Re: RE: Re: RE: Re: RE: Re: Why is MP so frickin

Post by SteveK14 »

psych0fred wrote:Multiplayer uses more memory. The faamba shields are GIANT animations, and animations take up a lot of memory. Rebuild your world, and put the faamba in first, then add items to see where your limit is. Reduce the number of units, strip out trees and props you don't need, walkers are memory hogs too, so even getting rid of the droideka helps.
But would the fambaa shield cause the CP to work, just not disappear when destroyed? That is the only problem I have. The shield works and the cp works, just doesn't go away when destroyed.

Thanks,
Steve
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Post by SteveK14 »

Right. and certainly the Fambaa do flop down, they also do it on my test map or Majin. The problem is in MP when an object's class is "commandarmedanimatedbuilding", the object doesn't disappeasr when destroyed. with or without the shield. Doesn't matter. In SP the object works perfectly with or without the shield. So I don't think it's the shield. I think it's the class.

I am doing more testing.

Thanks again,

Steve
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